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The Bard

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Posts posted by The Bard


  1. On 01/10/2022 at 12:01 PM, Jonnas said:

    It can happen, as long as they limit it properly. For example, only with specific moves with a lot of endlag, or only moves that leave the opponent in a crumpled state, or just handpick which specific moves it happens to. What's tricky is that I don't think that Kazuya hop kick was any of those things... unless the specific combination of low vs. "hopping" attacks is among the few interactions that mid-match slow-mo can happen to.

    Just saying, it's possible, as long as it doesn't happen often.

    It could just be a matter of the move itself being nerfed :heh:

    But more realistically, they drew attention to that dodge in the trailer, so yeah, likely a new combo break mechanic (one that only works on grounded strings, I figure. Can't see that working against juggles)

    The thing is, for moves that act as high/low crushes, specifically in that trailer the u/f+3 that low crushed, as well as moves that result in crumple stun, usually you want your timing to be perfect to get a follow up. If they apply it to crush moves, then that brings a problem in that a lot of crush moves are launchers, and you want to get an optimal combo afterwards. I'm fairly sure that mid match slow-mo isn't going to be a thing, Tekken's thrived on the back of its competitive scene recently, and they aren't going to add anything that affects the flow of a match to that extent. If they do they'd have to tune it to moves that specifically have no follow up, because otherwise it would be annoying as hell.

     

    Also, there's no way they're nerfing electrics, :p they're the hardest launcher to pull off in the game. I guess maybe except taunt jet upper, but that's two moves, not one. I mean, being able to evade a 15 frame move when you're in negative frames...that's not fair (As you can tell, I'm a Mishima player XD).

     

    To be honest, they are very in tune with their community, and I have a good level of faith that they'll pull off another excellent game. My only real wish is that they un-nerf sidestepping. 

    • Thanks 1

  2. This is definitely gameplay with story mode shenanigans like the close ups and mid match slow-mo thrown in. There's absolutely no way there would be mid match slow-mo, it would disrupt the flow of play way too much.

    Some things to note from the gameplay; pushback on block is ridiculous, Kazuya's ff3 pushes jin back more than the full distance of a backdash, which is crazy, so if that's how it's going to be, it's going to affect spacing a lot. Launch height also seems to be increased - during Kazuya's PEWGF combo, the electric sent Jin stratospherically high. If that's the same in the final game, I suppose it'll give the player more time to think about combo routes and prevent people from dropping combos as much? Who knows, seems a bit much since electrics already sent you pretty damn high previously. Then Kazuha's b3, the screw attack didn't send Jin as far as screw attacks in Tekken 7 do - or at least as much as Kazuya's b3 did previously, which could be good in the final game since the main problem with screw attacks was that it meant so many combos carried the opponent to the wall that it was difficult to return to neutral play.

     

    Also, how did Kazuya evade Jin's EWHF after b2,1 connected? Nobody can backdash that, you have to block it. New mechanic?

     

    My one wish for Tekken 8 is that they bring back the sidestepping distance that was in the previous games. In Tekken 7, sidestepping basically became a useless mechanic because of how small sidesteps for every character that isn't Lili or Alisa, and because there were so many homing moves in the game. Sidestepping a move and punishing predictability was one of the cornerstones of competitive Tekken, and it was a shame to have that be nerfed.

    • Like 1

  3. Just now, The Bard said:

    @ArtMediocre Fair enough. Even though the end game content is sparse, I'm eager every time spiral abyss resets so I can try it with different team compositions and builds. 

    I agree with you that there is a lot of prohibitive bullshit in it. And that's largely to do with artifact RNG. But I'm a stubborn bastard and I've got 40 crit value artifacts on practically all my showcase characters. I've never really played a game with combat and team building quite like this. I genuinely love the game. 

     


  4. Fair enough. Even though the end game content is sparse, I'm eager every time spiral abyss resets so I can try it with different team compositions amd builds. 

    I agree with you that there is a lot of prohibitive bullshit in it. And that's largely to do with artifact RNG. But I'm a stubborn bastard and I've got 40 crit value artifacts on practically all my showcase characters. I've never really played a game with combat and team building quite like this. I genuinely love the game. 


  5. Holy shit, I check in two years later and people are actually playing. 

    My UID is 704333082

    Username Orion. Add me, we should coop sometime. If pressed I might tell you the obscene amount of money I've spent on this game, although you'll probably be able to tell that from my showcase anyway. 

     


  6. Yo people, what's the happy haps? Anyone playing this on PC/Mobile. Figure I'd ask if anyone wants to coop because I'm balls deep in this game and I can't stop. Also I've done literally everything until the December update, so I figure it'd be cool to chill and help people out with bosses etc. 

     

    Anyone for some Genshin a-gogo, baby?


  7. 15 hours ago, Zell said:

    Either in the London Borough of Milton Keynes, or we crash Bard's.

    Man I miss being in Walthamstow and getting the two of you too drunk to go to work the next day :p. Have a particularly fond memory of us drinking a liter of Vodka, a bottle of port and playing Rock Band until 4am. Will have to get you and Anil down to my crib for a hang when I'm back in the country!

    • Like 1

  8. I joined back in the Cube-Europe days. I well and truly miss this place, and sometimes, once or twice a year I'll type n-europe.com into my browser and sit there staring at the title page. It's much like going up into the attic of your childhood home and seeing the boxes full of memories, photographs, toys, and trinkets that you never use but you can't ever discard. More than any other thing on the internet, this site feels like a real, living place to me - it's gone through so many coats of paint, add-ons, consolidations and visitors, some transient, some that stayed for a season or two, and I really have it to thank for helping me through my school years. 

     

    I'm 31 now, and many of the people I really liked from here, I ended up becoming friends with in real life. I doubt there will be a forum culture like it again, honestly. There was something amazing about having a sizeable, but contained group of people that you'd respond to on a daily basis, whose viewpoints you internalised over the course of years, and that you could have meaningful conversation with, rather than what I tend to do these days - mostly doom-scrolling through my Twitter or Facebook feeds. I feel like in the times of the 'rona, a lot of us could use this place as much as we did a decade ago when we were all teenagers or young adults.

     

    Anyway, I hope you all are doing well! I'll try to post some more, and hopefully get into fewer arguments than before - can't guarantee it though ;).

    • Like 8
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  9. I can tell From Software had a lot of fun designing the Guardian Ape boss. I have never felt quite as fucked with in one of their games before. I adore the combat though, it takes a lot of its mentality from fighting games, and I feel like all the bosses and minibosses have such great, fleshed out movesets that they could be their own characters in a FS fighting game. 

    It reminds me of playing fighting games before the internet just gave you all the frame data, where you'd have to figure out what moves are plus on block, correct spacing versus specific characters, and looking for animation tells by eyeballing it and playing the matchup again and again.

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  10. I really wish there was some sort of free roam practice mode where I could learn the map and mess around with the guns free of any hazards. My biggest frustration with Battle Royale style games has always been that there's an artificial steepness to your learning curve at the beginning because you have one life and most of it's spent looting rather than in enemy engagements. It creates a sense of panic when you do encounter enemy players in a way that a traditional FFA multiplayer mode doesn't because you have such a limited timeframe to learn the rules of engagement and put them into play. 


  11. On 30/10/2018 at 2:07 PM, Jimbob said:

    In that short space of time, that's impressive numbers.  Some over at ERA were thinking it wouldn't hit 20 million by years end.

    No, that debate was to do with Nintendo saying that the console would sell 20 million units in just the financial year between March 2018 and March 2019.

     

    So far it's only made about 7 mil of that figure, but who knows, Holiday sales could make up a chunk of the remainder.


  12. 15 hours ago, Julius Caesar said:

    May I ask where you’re finding it at that price? It’s £46 on Amazon at the moment.

    Oh I mean the digital copy, I'm not in the country at the moment and physical copies are going to be hard to come by at the moment.

    • Like 1

  13. 8 minutes ago, drahkon said:

    One thing that needs to be changed from brawl:

    If you use shield while standing on the edge of the stage/a platform and get hit, you have to fall off. I absolutely FUCKING hate that you can simply just stand there with the shield up and wait for the exact moment the combo ends. It may have some advantages or positive aspects but no...it needs to go. FUCK THIS SHIT.

    I may be irrationally angry at this...but it SUCKS.

    Many things (almost everything) need to be changed from Brawl, but not that. Why can't you just do a series of safe pokes to get the shield radius down and then spike them with a low smash? Also shields aren't immune to grabs. Down throw the dude, and smash attack on bounce. Maybe don't use predictable blockstrings as often? 

    Maybe I'm not understanding correctly, are you saying that if you get someone to the edge of the stage, a blocked attack should cause enough pushback to force someone off the ledge slightly, or do you mean that they should straight up take the full force of the attack as though it wasn't blocked in the first place?


  14. 1 hour ago, Goron_3 said:

    Calling it now - this game will be closer to Smash 64 and Melee than Brawl/Smash 4. There are many reasons I think this (including the way the logo was revealed and the dark aesthetic that the trailer used) but my main reason is that every Nintendo game since the original Splatoon seems to have been built around the "easy to play, hard to master" philosphy that their older software used, and not the Wii/Wii U philosophy of designing a game to be played and enjoyed by casual/non gamers.

    From the Mario Tennis trailer that we got yesterday to Mario Odyssey's advanced movement (especially coming from 3DW), I'm fairly confident we are going to see a more mechanically advanced game (i.e. more movement options) that will take and expand the core gameplay of 64/Melee with the huge roster of Smash 4. Central to this is the fact that the physics engine will be based around an analogue stick again, so I expect the whole game to feel less stiff.

    It just needs more combo opportunities. They did improve things after Brawl's clusterfuck by just reducing frame recovery universally on landing, but that also meant that the game very tightly controlled the types of combo runs you were able to execute, and there just wasn't the level of player expression that you see from Melee pros like Hungrybox or Westballz. Some equivalent of cancelling really needs to be brought back. I'm fine with leaving wavedashing out, because while it was fun to do, it wasn't ever as integral to the way Melee played as the shffl. 


  15. Ok so I cancelled my preorder. Then I bought it again after playing more of the beta and figuring out there's a universal parry and a pushblock mechanic. That really changed the game because before, the game was just one player or the other sitting there eating blockstrings and waiting for an opening. Now I can punish predictability as well as push frame advantage. I'm not typically into tag fighters, so I can't tell how deep the combo system is, but it still feels a little featherweight compared to GG or even Persona 4 Arena.


  16. Ok I played a few matches and I think I'm going to have to cancel my preorder. This thing is far too simplistic for me to dish out full price for. It's like a fisher price Ark Sys game. I still have Persona 4 Arena and Guilty Gear to play through, maybe I'll pick this up when it drops in price.

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